Standard Qualification 2
This page is currently under construction! Expected information may be missing, sections may be empty, prose may cut off abruptly, etc. |
Standard Qualification 2 (SQ-2) is a certification that builds upon Standard Qualification 1 to provide further information that full and regular members are expected to know as a baseline. It is part of a series of 2 certifications which are part of advancement in the Arma unit.
| Certification Information | |
|---|---|
| Created by | Sirdog |
| Certification Checklist | [ Link] |
| Contributors |
|
| Description | Slightly more advanced information that the Endurance Coalition requires for more consistent play. Required to progress to a full member. |
Arsenals and kit making
Arsenal use
While many operations have kits pre-made, sometimes the intent is for you to create your own kit.
Kits are built using an in-game tool known as the "arsenal". The arsenal provides an interface to change your clothing, firearms, ammunition, equipment, and attachments. Interacting with the arsenal is done by ACE interacting[1] (LCtrl+⊞ Win) on the container acting as the arsenal. You will then see your avatar from the 3rd person and a UI appear.
On the left you'll see a list of firearm types, the clothing available, and then uncategorized equipment (e.g night-vision, map, compass). On the right you will see the attachments and ammunition for the firearms, and what can be inserted into the various clothing types. So, for example, if you want to add a grenade to your vest, you'd select your vest on the left and then select the amount of grenades you want from the right.
At the very bottom of the UI on the left, you will see a weight indicator.
This is your total weight. On the very bottom of the right, when adding items to your clothing, you will see a white bar.
This is a visual representation of how full the clothing item you are inserting items into (e.g uniform, vest, backpack) is. This bar will increase or decrease when items are added or removed.
When you have selected a firearm on the left, you will notice a small popup near the top left of the UI.
This lists the specifications of the firearm in question.
Kits
For the absolute basics — the bare minimum necessities you need in 99% of cases — you should be taking the following.
| Item | Minimum Amount | ACE Category |
|---|---|---|
| Primary Weapon Magazine | 6 (+1 in the gun) | Magazines |
| Secondary Weapon Magazine | 2 (+1 in the gun) | Magazines |
| Magazine for Auto-riflemen | (Team Dependent) | Magazines |
| Chem-lights | (Team Dependent) | Grenades |
| Frag Grenade | 1 | Grenades |
| Smoke Grenade (White) | 1 | Grenades |
| Canteen | 1 | Field Rations |
| Sunflower Seeds/Small Snack | 1 | Field Ratons |
| Earplugs | 1 (MAX) | Misc. Items |
| Cable Ties | 3 | Misc. Items |
| Radio | 0 (Mission Dependent) | Misc. Items |
| Mag Lite XL50[2] | 1 (MAX) | Tools |
| Entrenching Tool | 1 (MAX) | Tools |
| Bandage (Basic) | 10 | Medical Items |
| Bandage (Quick Clot | 6 | Medical Items |
| Morphine Autoinjector | 1 | Medical Items |
| Splint | 1 | Medical Items |
| Suture[3] | 5 | Medical Items |
| Tourniquet (CAT | 1 (Max 4) | Medical Items |
| Map | 1 | (Left UI) |
| Compass | 1 | (Left UI) |
| Watch | 0 | (Left UI) |
Operation leaders always trump the kits in this section, so if deviating from the above is intentional, that's okay. However, if it is not clearly intentional, and your kit is lacking in the above, it's likely someone is in error.
Many roles — and sometimes it's specified for a whole element by leadership — have something called a march load. This is the maximum weight a kit for that role may have. This is set to balance firepower versus stamina consumption. You should try to meet this load or be slightly beneath it. If you are too underweight the things you are sacrificing for your low weight are likely to cause problems later.
The following is the example of a riflemen kit with a march load of 60 pounds.
| Item | Minimum Amount |
|---|---|
| Rifle Magazines | 8 (+1 in the gun) |
| Handgun Magazines | 2 (+1 in the gun) |
| Chem-lights | 6 |
| M67 Frag Grenade | 3 |
| V40 Mini-Grenades | 2 |
| M83 Smoke Grenades (White) | 13 |
| Canteen | 1 |
| Sunflower Seeds | 1 |
| Earplugs | 1 |
| Cable Ties | 3 |
| AN/PRC-343 Radio | 1 |
| Mag lite XL50 | 1 |
| Entrenching Tool | 1 |
| Bandage (Basic) | 16 |
| Bandage (Quick Clot) | 8 |
| Tourniquet (CAT) | 2 |
| Suture | 5 |
| Splint | 1 |
| Morphine Autoinjector | 1 |
This solder is wearing a light plate-carrier and light backpack. Without the above, they are 37.8 pounds. With, it's 59.7 pounds. Note how most of the changes are from adding bandages, grenades, and magazines. Those items, along with what you are wearing, are usually the biggest contributors to weight.
Note the above kits are examples. Ultimately, what to add in your kit is going to depend on the operation. The above is meant to give you a foundation to learn from.
Recommended riflemen weight
The recommended weight for the basic riflemen, presuming a march load is not set and you are told to make a kit, is 60 pounds. The advised weight for the other roles, such as AT or medic, will be defined in their specific certifications.
Buddy check
A buddy check is when another person — usually your battle buddy for the operation — sanity checks your kit. A check is physically performed by doing the following.
- Holster your weapon entirely by pressing 0.
- Use ACE self-interact and select the option where you surrender.
- Your buddy will then use normal ACE interaction to open your inventory which was made possible with your surrender.
You will then do the same for your buddy. Or vice versa.
Advanced weapons
Ranging
All firearms have an effective range. The range of your firearm is shown above your stamina bar (see above image). The range indicates that when you aim with a scope or iron-sight, not accounting for factors such as wind, the bullet is expected to reach that range at the middle of your crosshair before being affected by bullet drop.
Certain firearms can have this range changed by adjusting the scope, where when looking through the scope nothing will appear to be different, but your bullet will (try to) reach the newly set range at the crosshair. By default this is done with Page Up or Page Down to adjust vertically and ⇧ Shift+Page Up or ⇧ Shift+Page Down to adjust horizontally. A vertical adjustment is to account for bullet drop; a horizontal adjustment is to account for wind. Adjusting vertically can also be done with Ctrl+Scroll Wheel up or down.
For the purposes of SQ-2 you only need to know that ranging exists, why you would do it (to increase your accuracy at different distances), and how to vertically adjust.
Swapping to your sidearm
It is faster to pull out your sidearm than it is to reload your primary weapon. If you are in a firefight and go empty, yet the enemy is still within a lethal distance to you, pull out your sidearm rather than reload.
Radios
In SQ-1, the only radio discussed was the AN/PRC-343 (colloquially called "343"). For SQ-2, we will review all remaining radios.
BF-888S (Baofeng)
The BF-888S (colloquially called "Baofeng") is a low cost 5W[4] portable radio with a range of 4-6km. The radio consists of 2 dials, the one on the left for selecting between 16 channels, and the one on the right for volume.
Programmable radios
The following 3 radios all have default channels with frequencies and optional channel names that can be displayed. Furthermore, all 3 radios will work with each other out of the box without needing extra changes in the radio options.
AN/PRC-148 (148)
The AN/PRC-148 (colloquially called "148") is a 5W 5-7km range portable radio. On the top you’ll find a volume control knob, which will also turn the radio off, and a channel knob with 16 channels. The display will show the preset channel's name.
AN/PRC-152 (152)
The AN/PRC-152 (colloquially called "152") is a 5W 5-7km range portable radio performing much the same as the 148. At the top you will find a function switch that can be used to turn the radio off or to set 1 of 6 preset channels. On the left side you’ll find volume buttons to go up and down. On the keypad you’ll find a button on the bottom right that will increase and decrease the channel presets.
AN/PRC-117F (117)
The AN/PRC-117f (colloquially called "117") is a 20W radio with 10-20km of range, often mounted in vehicles. Despite seeming complex there is little you need to know. On the LCD screen is the preset channel selected. On the bottom left of the keypad will be a volume up and down button. On the bottom right of the keypad will be a preset channel up and down button.
Odds / Older technology
The remaining 3 radios are "odd ones out" and will often be used in operations taking place in the past.
AN/PRC-77 (77)
The AN/PRC-77 (colloquially called "77") is a 4W 1-3km range radio introduced during Vietnam in 1968. It was used primarily as a squad-level radio so you’ll usually see it with radiomen and potentially in vehicles. It’s also often used for operations as far back as World War II as a substitute to other radios of the time.
The radio covers a wide range of frequencies. Use the 2 tuning dials on the left and right of the number display to set frequency. The band switch simply switches between higher and lower frequencies effectively granting more options for radio traffic. The volume knob goes at 10 different levels and is properly labeled on the right.
SEM 52 SL (SEM52)
The SEM 52 SL (colloquially called "SEM52") is a low power radio that was issued to the German army in 1995. It’s a 1W radio with a range of 1-2km. There is a channel preset knob on the left for selecting your channel with an accompanying LCD screen showing what the frequency is. A volume knob on the right will turn the radio off when turned low enough.
SEM 70 (SEM70)
The SEM 70 (colloquially called "SEM70") is a man-pack German radio from 1984. It’s a 4W radio with a 1-3km range and is often mounted in vehicles. At the top left the black button labeled “ANZEIGE”[5] will light up the display to show the current frequency. The MHz[6] and kHz[7] knobs flanking the frequency display are used for adjusting the frequency only. Note the frequency can only change when the middle knob to the top right is set to "HW". Don't worry about all the other knobs.
Vehicle racks
A vehicle rack is a radio mounted to a vehicle. A vehicle rack should be preferred when possible because it's range is much better than anything hand held. Accessing a vehicle rack is sometimes locked to specific seats in a vehicle. They can also sometimes be accessed from outside the vehicle, but you usually need to get in and out at least once for that option to appear.
Multiple radios
Sometimes, especially for leadership roles, a person will operate more than 1 radio. This is usually a combination of short and long range radios. One can hear as many radios as they can carry, but ACRE2 only lets you have a key to talk on 3 at a time.
The keybinds to talk on the radios correspond to the PTT1-3 settings for ACRE2. Which radio corresponds to what key is determined by the order the radios enter your inventory. There is a number next to the radio in the inventory that indicates this.
By default PTT1 is ⇪ Caps Lock, PTT2 is LCtrl+⇪ Caps Lock, and PTT3 is LAlt+⇪ Caps Lock. It is strongly advised LAlt+⇪ Caps Lock be changed to something else, as LAlt is for free look and they binds will conflict.
Advanced communication
Controlled and uncontrolled environments
Certain radio frequencies are controlled or uncontrolled. Simply put, a controlled environment has strict standards on "procedure words" and brevity, while uncontrolled environments do not. Short range radios are usually uncontrolled. Long range radios are usually controlled.
Over and out
For the sake of brief and easily digestible communications, on a controlled frequency, when someone communicates a message and expects a reply, they are to end the message with "over". If said person does not expect a reply, they end the message with "out".
Consider the following conversation.
Bravo Two, this is Alpha One. We are approaching the objective.
Understood, Alpha One. We're setting up overwatch now.
Let us know when you're in position.
Roger that. Will advise when set.
At any point in this conversation it would be reasonable to assume it had ended. Because neither speaker is certain of when a reply is wanted, the speakers become distracted, not wanting to do something else and get interrupted. While multi-tasking is part of leading, the issue is this distraction is avoidable.
Consider the same conversation when "over" and "out" are used.
Bravo Two, this is Alpha One. We are approaching the objective. Over.
Understood, Alpha One. We're setting up overwatch now. Over.
Let us know when you're in position. Over.
Roger that. Will advise when set. Out.
It is clear when replies are wanted, and once "out" is invoked, both participants can confidently begin doing other things, knowing they will not be unnecessarily interrupted.
You, me, net
When beginning to speak on a controlled frequency, first identify who you want to reach, then identify who you are, then monitor the "net" — frequency — for a reply. Sometimes the "net" portion of this shorthand means to verbally state the current frequency. Whether doing that is necessary is situational. The example conversation in section Over and out is a good showcase of this shorthand.
Please note that this is not required for every transmission in the resultant conversation.
Roger and wilco
"Roger" indicates a message is received. EDC also commonly uses "copy" and "copy that" to indicate this. "Wilco" is slightly different, indicating a message with an order is received and will be carried out.
Unless stated otherwise by operation leadership, strict adherence to separating the use of "roger" versus "wilco" is unnecessary. For the purposes of this certification, you are simply expected to know that the 2 responses have different meanings.
ACE reports
You may sometimes be asked to make an "ACE report". This is done by using the stoplight color system, plus black, to indicate your condition. ACE report requests are usually specific, like "how's everyone's ammo" or some such. If not specific, do your best to encompass your condition in totality with a single color.
The following table provides examples of certain ACE reports and what a particular response would mean.
| Category | "Green" | "Yellow" | "Red" | "Black" |
|---|---|---|---|---|
| Ammunition | 100% of starting amount | 50% of starting amount | 1 firefight left | Completely out, combat ineffective |
| Medical Supplies | 100% of starting amount | 50% of starting amount | 1 firefight left | Completely out, cannot treat any future injury |
| Casualties | No injuries or dead, still combat capable | Injuries or losses sustained | No longer combat capable | Everyone is dead |
Advanced movement
In Arma, there are combat stances. These are step leans, where your character steps in the specified direction without changing their facing, and then high and low variations of standing, crouching, and being prone.
To perform a specific stance, press ⇧ Shift followed by W, A, S, or D.
- ⇧ Shift+W will perform the high variation.
- ⇧ Shift+S will perform the low variation.
- ⇧ Shift+A will perform a step lean to the left and change your weapon to the left shoulder.
- Useful for covering or clearing a left-sided corner.
- ⇧ Shift+D will perform a step lean to the right.
A step lean performed while prone will result in your character shifting to lay horizontally with their upper body in the specified direction. Useful to cover a corner while prone.
Step leans are independent of the typical leaning achieved with Q and E, allowing a farther lean that would be possible without it.
Cover and concealment
When discussing a live fire environment, it is important to understand the concept of cover versus concealment. Something that is cover will hide you from view and stop a bullet. Something that is concealment will hide you from view but will not stop a bullet. Commonly used examples of the difference would be that a large rock is cover while bushes are concealment. However, keep in mind that things can be solid, fully opaque,[8] and still be just concealment.
A common idea shown in media is that a car door will stop bullets. Aside from vehicles designed to be armored, of which even most police vehicles are not, a car door will not stop a bullet, and so in that scenario the door is concealment. The same goes even for (non-brick) walls — the walls of most modern residential buildings will likely not stop a bullet, and thus are concealment.
In video games, walls, car doors, and the like being represented as true cover is typically because it's expected video game behavior and easier to develop. However, understand Arma does not follow this trend. Bullets can and will go through non-armored cars, (some) walls, and other kinds of material.
Cover should always be preferred to concealment when possible. Concealment is more-so used when staying on the move, or bounding, and access to cover is spotty. In a firefight, proper cover should be prioritized immediately.
Footnotes
- ↑ For vanilla arsenals, you'd use the scroll wheel.
- ↑ This is how you light up your map in the dark.
- ↑ Per SQ-1, this is for the medic's use and not your own.
- ↑ Watt; wattage.
- ↑ German. Has multiple translations; in this context it's likely "display".
- ↑ Megahertz.
- ↑ Kilohertz.
- ↑ Not able to be seen through.